Practice · the annotated game
You are on the play with a red-green deck of cheap creatures and burn. They are white-blue: walls, fliers, a counter or two. The game runs from your second turn to the end, and every turn is a decision of yours, marked the way the ten-principles positions are marked, with the principle it turned on.
How the game is played, and the two decks
- Yours. Red-green: Goblin Piker, Grizzly Bears, Kavu Aggressor, Nessian Courser, Hill Giant, Fire Elemental; Shock, Lightning Strike, Giant Growth, Titanic Growth.
- Theirs. White-blue: Youthful Knight, Wall of Omens, Wind Drake, Serra Angel, Phantom Monster, Air Elemental; Pacifism, Unsummon, Essence Scatter, Cancel, Revitalize.
- Each turn is one decision, in the shapes the ten-principles page uses: a line to choose, attackers to click, blocks to assign, a turn to put in order, a race to count. After the verdict the game goes on — their turn, your draw, the next board — and the board you see next follows from what was decided.
- On one turn a wrong answer changes the game and the story follows it to its own ending. On the others a wrong answer is marked and the game continues along the right line, so you always reach the end.
- At the end, the record: every turn, your line, the verdict, and the principle it turned on.
- The positions themselves, a hundred and forty of them, one at a time and in every kind: The Ten Principles.